/********************************************************* * VILLAGE.ZONE * * Core Zone: Author Unknown * * Notes: Distribute with full DYRT distribution only * * Northern area added by Ithor * * Edited by Rex on 27 September 1996 * *********************************************************/ #include "undef.h" #include "cflags.h" #include "exits.h" %zone:village %mobiles Name = locksmith PName = "The Locksmith" Location = locksmith Strength = 90 Damage = 8 Aggression = 95 Speed = 0 PFlags { NoSummon } MFlags { NegFireball NegFrost NegShock NegMissile } Description = "A crazy-looking man stands here looking at you." End = locksmith Name = baker PName = "The Baker" Location = store Strength = 50 Damage = 8 Armor = 2 Aggression = 0 Speed = 0 Description = "A tall, thin baker stands here." End = baker Name = lady PName = "The Lady" Location = store Strength = 80 Damage = 8 Speed = 2 SFlags { Female } Description = "A lady stands here looking around for something." End = lady Name = child PName = "The Child" Location = road10 Strength = 20 Damage = 4 Speed = 4 SFlags { Female } MFlags { PickStuff PitIt } Description = "A small child looks very lost." End = child Name = armorer PName = "The Armorer" Location = armory Strength = 200 Damage = 10 Armor = 10 Speed = 0 PFlags { NoSummon } MFlags { PickStuff } Description = "A bulky armorer stands before you." End = armorer Name = barman PName = "The Barman" Location = saloon1 Strength = 80 Damage = 8 Speed = 0 Description = "A barman is here serving drinks." End = barman Name = drunk1 PName = "The Drunk" Location = saloon1 Strength = 30 Damage = 5 Aggression = 20 Speed = 4 Description = "A drunk stumbles around in front of you." End = drunk1 Name = drunk2 PName = "The Drunk" Location = saloon1 Strength = 50 Damage = 5 Aggression = 40 Speed = 0 Description = "A drunk stumbles around in front of you." End = drunk2 Name = bankteller PName = "The Teller" Location = bank Strength = 50 Damage = 6 Speed = 0 PFlags { NoSummon } SFlags { Female } MFlags { PickStuff } Description = "A bank teller waits here patiently." End = bankteller Name = bankguard PName = "The Guard" Location = vault1 Strength = 160 Damage = 8 Aggression = 80 Speed = 0 PFlags { NoSummon } MFlags { NegFrost NegFireball BarNorth } Description = "The bank's security guard stands here." End = bankguard Name = bankmanager PName = "The Manager" Location = office Strength = 100 Damage = 8 Speed = 0 PFlags { NoSummon } Description = "A chubby bank manager stands here wearing a suit." End = bankmanager %objects Name = sack Location = IN_ROOM:alley BValue = 20 Size = 50 Weight = 2 OFlags { Container PitReset } Desc[0] = "A very large sack has been left here." End = sack Name = fire AltName = flames Location = IN_ROOM:seadog State = 1 MaxState = 1 OFlags { Extinguish Lit Lightable NoGet } Desc[0] = "There is a large fire pit here." Desc[1] = "A huge fire burns in the center of the room." Examine = "" End = fire Name = poker AltName = weapon Location = IN_ROOM:seadog BValue = 10 Size = 5 Weight = 2 Damage = 5 OFlags { Weapon PitReset } Desc[0] = "A heavy iron poker has been left here." Examine = " This poker looks a bit more dangerous than a card game, and it appears to be slightly bent from meeting various adventurers' heads with force!" End = poker Name = gameboard Location = IN_ROOM:seadog OFlags { NoGet } Desc[0] = "A gameboard has been left here." Examine = "It's a monopoly board!" End = gameboard Name = knife AltName = weapon Location = IN_ROOM:yard BValue = 10 Size = 2 Weight = 2 Damage = 4 OFlags { Weapon PitReset } Desc[0] = "A small filleting knife has been left here carelessly." End = knife Name = oar Location = IN_ROOM:shed BValue = 15 Size = 4 Weight = 5 Damage = 5 OFlags { Weapon PitReset } Desc[0] = "A single oar from a boat lies here." End = oar Name = jug Location = IN_ROOM:barman BValue = 40 Size = 2 Weight = 2 OFlags { Container PitReset } Desc[0] = " A large toby jug has been left here, its face a hideous grin." Examine = " This jug is shaped somewhat like a stout man with a cocked hat for the brim." End = jug Name = whiskey Location = IN_CONTAINER:jug BValue = 10 Size = 2 Weight = 2 OFlags { Drink PitReset } Desc[0] = " You see a puddle of whiskey on the ground. Some fool must have spilled it here." Examine = " It isn't the best in the world, but it looks like it will give you a buzz.." End = whiskey Name = beer Location = IN_ROOM:saloon1 State = 1 MaxState = 1 BValue = 10 Size = 2 Weight = 2 OFlags { GetFlips Drink PitReset } Desc[0] = "Someone has thoughtlessly left a draught beer here." Desc[1] = "There is a draught beer on the counter here." Examine = "Looks like cheap, run of the mill draught beer." End = beer Name = raft AltName = boat Location = IN_ROOM:cove BValue = 20 Size = 100 Weight = 100 OFlags { Boat } Desc[0] = "A small wooden raft has been dumped here." End = raft Name = boat Location = IN_ROOM:jetty BValue = 20 Size = 100 Weight = 100 OFlags { Boat PitReset } Desc[0] = "A small rowing boat has been left here." End = boat Name = bed Location = IN_ROOM:barman OFlags { NoGet } Desc[0] = " The barman's bed lies here, it doesn't appear to have been slept in." End = bed Name = sheets Location = IN_ROOM:barman BValue = 10 Size = 20 Weight = 20 Desc[0] = "Some sheets lie strewn on the floor." End = sheets Name = map Location = IN_ROOM:slanted BValue = 100 Size = 1 Weight = 1 Desc[0] = " A worn and battered old treasure map lies torn and tattered before you." Examine = "Nothing doing here... yet..." End = map Name = pebble AltName = stone Location = IN_ROOM:cove BValue = 10 Size = 1 Weight = 1 Desc[0] = "A bored pebble sits at your feet, philosophizing." End = pebble Name = rat Location = IN_CONTAINER:barrel BValue = 1 Size = 1 Weight = 1 Desc[0] = "A dead rat lies rotting on the floor before you." End = rat Name = bell Location = IN_ROOM:barman BValue = 120 Size = 30 Weight = 40 Desc[0] = " A huge brass bell has been placed here, its surface evidently well polished." End = bell Name = barrel Location = IN_ROOM:cellar State = 1 MaxState = 1 BValue = 10 Size = 100 Weight = 100 OFlags { Openable Container NoGet } Desc[0] = "An open wooden barrel stands before you." Desc[1] = "A large wooden barrel squats in a corner." End = barrel Name = top_boards PName = floorboards Location = IN_ROOM:cellar State = 1 MaxState = 1 Linked = bot_boards OFlags { NoGet } Desc[0] = " One of the floorboards has been lifted, allowing access down under the cellar." End = top_boards Name = bot_boards PName = floorboards Location = IN_ROOM:passage State = 1 MaxState = 1 Linked = top_boards OFlags { NoGet } Desc[0] = " The floorboards above you have been lifted, to allow access to some room above." End = bot_boards Name = flag Location = IN_ROOM:chamber BValue = 50 Size = 10 Weight = 2 Desc[0] = " An old Jolly Roger flag has been left here, carefully folded." End = flag Name = silk Location = IN_ROOM:chamber BValue = 150 Size = 40 Weight = 40 Desc[0] = "A bale of valuable silk has been dropped here." End = silk Name = outer_door PName = door Location = IN_ROOM:vault1 State = 2 MaxState = 2 Linked = inner_door OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = outer_door Name = inner_door PName = door Location = IN_ROOM:vault2 State = 2 MaxState = 2 Linked = outer_door OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = inner_door Name = batten Location = WIELDED_BY:bankguard BValue = 50 Size = 5 Weight = 5 Damage = 6 OFlags { Weapon PitReset } Desc[0] = "A small solid batten is here." End = batten Name = silvercoins PName = coins Location = IN_CONTAINER:box BValue = 250 Size = 3 Weight = 3 Desc[0] = "A large pile of silver coins sits here." End = silvercoins Name = money AltName = cash Location = IN_ROOM:vault2 BValue = 300 Size = 1 Weight = 1 Desc[0] = "A large bundle of money is here." Examine = "" End = money Name = pen AltName = biro Location = IN_ROOM:office BValue = 50 Size = 1 Weight = 1 Desc[0] = "A small gold biro is here." End = pen Name = desk Location = IN_ROOM:office OFlags { NoGet } Desc[0] = "The manager's desk is here covered with papers." End = desk Name = box Location = IN_ROOM:vault2 State = 1 MaxState = 1 BValue = 30 Size = 25 Weight = 2 OFlags { Container Openable PitReset } Desc[0] = "A safety deposit box has been left here." Desc[1] = "A closed safety deposit box has been left here." End = box Name = leather PName = armor Location = WORN_BY:armorer BValue = 100 Size = 15 Weight = 10 Armor = 10 OFlags { WearOnBody ExcludeWear Armor PitReset } Desc[0] = "A suit of leather armor lies here." End = leather Name = bread AltName = food Location = CARRIED_BY:baker BValue = 10 Size = 2 Weight = 2 OFlags { Food } Desc[0] = "A freshly-baked loaf of bread is here." End = bread Name = donut AltName = food Location = CARRIED_BY:baker BValue = 15 Size = 2 Weight = 2 OFlags { Food } Desc[0] = "A freshly-baked donut covered in chocolate icing is here." End = donut %locations /* village1 */ Green n:CHURCH@START e:Track s:R_LAND@BLIZZARD w:BRIDGE@BLIZZARD; lflags { Outdoors RealTime } The Village Green^ You are standing on a square of grass in the center of the village. A road leads east into the rest of the village. To the north is a small church, and a path leads west into the trees. To the south, you can see what appears to be a castle. ^ /* village2 */ Track n:PATH0@JBS e:Road1 w:Green s:Hospital; lflags { Outdoors RealTime } Village Track^ You are following a path which leads east through the village towards the sea. To the west a few buildings are clustered around the village green, while to the east the village becomes a collection of small houses and narrow streets. There is a path to the north, and to the south is a hospital. ^ /* village3 */ Road1 n:Yard e:Road2 s:Alley w:Track; lflags { Outdoors RealTime } Village Road^ You are following a narrow dirt road which leads east into the village. To the north a track leads into a small yard of some sort, to the south it leads down a narrow walled alley to the village well. ^ /* village4 */ Yard s:Road1 w:Shed; lflags { Outdoors RealTime } Yard^ You are in a small walled dirt yard in the village. Various large pieces of rotten fishing netting lie all around you, and the yard stinks with the smell of rotting fish, a scent which seems to draw thousands of sea birds flapping around you. ^ /* village5 */ Alley n:Road1 d:Well2 ; lflags { Outdoors RealTime } Narrow Alley^ You are standing in a narrow alleyway which dead ends to the south. The alley is dark and dismal and is simply a walled passage down to a small well which appears to serve the village itself. ^ /* village6 */ Road2 n:Road3 e:Shore s:Inn_Yard w:Road1 ; lflags { Outdoors RealTime } Village Road^ You are following the narrow main street of the village which leads east and west. To the south, the worn sign of the Old Seadog Inn flaps quietly in the wind. ^ /* village7 */ Inn_Yard n:Road2 e:Seadog ; lflags { Outdoors RealTime } Inn Yard^ You are standing in the yard of the Old Seadog Inn. The inn itself stands to the east, a battered structure half timbered and sagging, with that pleasant atmosphere of ages. To the north a narrow gateway leads back onto the road. ^ /* village8 */ Seadog e:Behind w:Inn_Yard; lflags { RealTime } The Old Seadog^ You are standing in the 'Old Seadog' inn. The inn radiates age and charm, with its oak beam roof, and many seafaring momentos secured firmly around the walls. Even the bar is a single thick oak slab, worn and chipped with years of service to rowdy sailors. The door out is west. ^ /* village9 */ Behind e:Barman w:Seadog d:Steps ; lflags { RealTime } Behind The Bar^ You are standing behind the bar of the 'Old Seadog'. The bar surface is worn and pitted from years and years of heavy use. Names are carved into its surface, 'Black Sea Pete', 'Grey Hook', 'Moog The Kipper', no doubt some of the pirates who long ago made this their haunt. A narrow stairway leads down, and a small room can be seen through a low doorway to the east. ^ /* village10 */ Barman w:Behind; lflags { RealTime } Barman's Room^ You are crouched in the barman's small, and very personalized room. The walls have a large collection of battered naval memorabilia fastened securely to them. Indeed, even the lone window is a porthole, giving the room that distinctive sea-cabin look. A single low doorway leads west into the inn proper. ^ /* village11 */ Steps u:Behind d:Cellar ; lflags { RealTime } Cellar Steps^ You are standing on the narrow, precarious steps which lead down into the cellars of the inn. A pale shaft of light shines down from the top of the steps, revealing the cellars below. ^ /* village12 */ Shore e:Jetty w:Road2 ; lflags { Outdoors RealTime } Village Shore^ You stand on the sea shore, to the east of the village. A narrow jetty leads east out into the waves. The road also leads westwards back into the center of the village. ^ /* village13 */ Jetty e:2@SEA w:Shore n:30@EASTCOAST; lflags { Outdoors RealTime } The Jetty^ You stand on the jetty, looking east across the waves. A path leads west along the jetty back to the village. ^ /* village14 */ Well1 ; lflags { Death } Down The Well^ You slip and lose your grip, then plunge helplessly into the waters below... ^ /* village15 */ Well2 e:Tunnel u:Alley d:Well1; lflags { RealTime } Down The Well^ You are hanging part of the way down the village well, looking upwards towards the light above. The well descends further but it gets very slippery. A narrow passage leads east into absolute darkness. ^ /* village16 */ Tunnel e:Dirt w:Well2 ; lflags { Dark } Narrow Tunnel^ You are squeezing down a narrow dirt tunnel, quite crudely dug, and supported with old ships timbers. The tunnel leads westwards towards a faint light, or descends steeply to the east. ^ /* village17 */ Dirt n:Slanted e:Chamber w:Tunnel; lflags { Dark } Dirt Tunnel^ You are clambering along a low dirt tunnel which leads east and west. A wider tunnel joins from the north. ^ /* village18 */ Chamber s:Passage w:Dirt; lflags { Dark } Dim Chamber^ You are standing in a dim, and secret chamber deep underground. Narrow rough passages lead west and south. ^ /* village19 */ Passage n:Chamber u:^bot_boards; lflags { Dark } Passage End^ The passage here ends with a blank stone wall, possibly foundations to a building. Above you is a set of floorboards. ^ /* village20 */ Cellar u:Steps d:^top_boards; lflags { Dark } Cellars^ You are stooped down low, in the cellars of the 'Old Seadog'. The room is dark and shadowy lit only by a pale light from high above at the top of the steps. The room stinks of cheap ale and rotting wood. ^ /* village21 */ Slanted n:Narrow s:Dirt; lflags { Dark } Slanted Tunnel^ You are clambering down a fairly wide earthen passage which descends from a junction of passages towards a turning of some sort. The dirt floor is hard, as if heavy objects have passed this way many times. ^ /* village22 */ Narrow e:Cave s:Slanted; lflags { Dark } Narrow Tunnel^ You are clambering down a narrow tunnel which slopes downwards and east turning from the south. From the east you can smell the sea and hear the sound of waves against the shore... ^ /* village23 */ Cave e:Cove w:Narrow; lflags { RealTime } Sea Cave^ You are standing in a low, reasonably dry sea cave. The cave echoes the gentle pounding of the waves on the sandy beach to the east. A single narrow passage leads west into darkness. ^ /* village24 */ Cove e:7@SEA u:^LADDER2PIRATE@PIRATE w:Cave; lflags { RealTime } Secret Cove^ You are standing in a secret cove surrounded by high black crags. A narrow cavemouth leads west into darkness. The rocks and pounding surf along the shore here makes launching boats well nigh impossible. ^ /* village25 */ Hospital n:Track ; lflags { Peace RealTime } The Village Hospital^ You are in the waiting room of the hospital. On the south wall is a door with a sign reading "Emergency" above it. From the sounds coming from within, it seems as if the doctors are frantically trying to save someone. ^ /* village26 */ Shed e:Yard ; lflags { Dark } Rotting Boat Shed^ As you enter the smell of old, rotting mouldy wood surrounds you. The shed is cluttered with old broken boats, fishing nets and other useless rubbish. ^ /* village27 */ Road3 n:Road4 s:Road2 ; lflags { Outdoors RealTime } Village Road^ You are follow a narrow street of the village which leads north and south. This road looks to have been constructed more recently than the old main street of the village. ^ /* village28 */ Road4 n:Road5 s:Road3 w:Road6 ; lflags { Outdoors RealTime } Main Street^ You are at an intersection in the village road. To the north you can see some shops, amongst which there is what looks like a weapons shop. The west leads to accommodation, the bank and some other stores, while to the south is the older part of the village. ^ /* village29 */ Road5 n:Road8 s:Road4 w:Saloon1 ; lflags { Outdoors RealTime } Main Street^ The newly built main street might well become the main street of the town. This part of it heads north-south. To the west is a saloon. Looks like a pretty mean place to go. ^ /* village30 */ Road6 n:Saloon1 e:Road4 w:Road7 ; lflags { Outdoors RealTime } Main Street^ The newly built main street might well become the main street of the town. This part of it heads east-west. To the north is a saloon. Looks like a pretty mean place to go. ^ /* village31 */ Road7 n:Bank e:Road6 ; lflags { Outdoors RealTime } Main Street^ Standing in Main street, there is a bank to the north, and the back of the church is to the south. ^ /* village32 */ Road8 n:Road9 e:Armory s:Road4 w:Weaponshop ; lflags { Outdoors RealTime } Main Street^ You see an armory to the East and a weapons shop to the West. The Main street continues to the north and south. ^ /* village33 */ Road9 n:Road10 e:Store s:Road8 w:Locksmith ; lflags { Outdoors RealTime } Main Street^ Standing near the northern end of main street, you can see a general store on the eastern side of the road. While on the west there is a strange looking little shop. ^ /* village34 */ Road10 s:Road9 e:ENTRY@NARNIA; lflags { Outdoors NoMobiles RealTime } Main Street^ This is the northern end of main street. There are a few houses around here. ^ /*village35 */ Armory w:Road8 ; lflags { RealTime } Armory^ Looking around this shop, you see piles of useless armor. The time it would take to look through it all for something useful you decide isn't worth it. ^ /* village36 */ Weaponshop e:Road8 ; lflags { RealTime } Weapons Shop^ This store has been abandoned for some time. The cob webs have built up across the single room shop. There are several tables, and in the back you notice an old forge. Unused for a long time. ^ /* village37 */ Locksmith e:Road9 ; lflags { RealTime } Locksmith's^ This run down little building apparently serves as a shop for the local locksmith. The air smells of dust, and something rotting. Looking round you are unable to find the source of the smell, but understand why no one comes in here. ^ /* village38 */ Store w:Road9 ; lflags { RealTime } General Store^ The store is packed tight with shelves containing various items that towns people would need for there every day lives. But not a lot of good to a seasoned adventurer like you. There is a small bakery over by the southern wall, opposite the counter where you would pay for the items you wanted. ^ /* village39 */ Bank s:Road7 w:Office d:Vault1 ; lflags { RealTime } The Bank^ This is only a small bank, the village has yet to grow sufficiently to support anything larger. The counter is on the western side of the bank behind which lies the managers office. There is a set of stairs leading down. ^ /* village40 */ Office e:Bank ; lflags { RealTime } Manager's office^ Entering a well decorated room, you see a large book shelf, filled with interesting titles, several chairs and a window looking out into some trees. ^ /* village41 */ Vault1 n:^Outer_door u:Bank ; lflags { RealTime } Before the Vault^ At the bottom of the stairs you enter a small, cold steel walled chamber. There is a single door in the north wall made of thick steel bars. ^ /* village42 */ Vault2 s:^Inner_door ; lflags { RealTime } Vault^ Luckily the vault itself is open. You enter a small, dull room made completely of steel. There are many shelves, and lockable drawers lining the walls. ^ /* village43 */ Saloon1 e:Road4 s:Road6 ; lflags { RealTime } The Bar^ A smoke filled saloon is filled with people. Looking around you see several tables, and a bar toward the north. There are exits back into the fresh air outside, heading both south and east. ^